I've been meaning to write a post about the difference between general purpose flight simulators and AAA first person shooters for a while; a particular feature in X-Plane 10.04 brings some of these differences to light.
A typical high-end first person shooter is a closed game; the art content and the rendering engine ship together, and the art content is authored specifically for (or repurposed for) that particular rendering engine. The content is also completely available ahead of time; it can be authored without worrying about rendering engine changes or the addition of third party add-ons. Similarly if a rendering engine change requires revising all art content, this is at least possible, since all art assets live in house.
Compare this to a general purpose flight simulator. The rendering engine and art content may be revised on different schedules. The artists building third party content have limited access to the developers writing the rendering engine, and the rendering engine acts like more of a platform than a closed product.
Because X-Plane's rendering engine is a platform, rather than part of a closed product, we try to keep optimization and performance work generic. When possible, we put in optimizations that act automatically without author participation. When we do have optimization advice, it tends to be generic advice that applies over a wide range of rendering engine revisions. (For example, using less OBJ ATTributes and atlasing many small textures into one big texture have been good advice for at least the last seven years.)
Sometimes, however, it becomes necessary to put in authoring features that are somewhat specific to the rendering engine and optimization. This is what has happened with cockpit pre-filling.
Before we go any further, you may want to read about pre-filling here. (One thing I am trying to do is to put the specific tutorials and documentation into permanent articles and not blog posts that are lost in the archives after a few months.) Basically when we pre-fill, we draw part of the airplane early on to mask out clouds, saving fill rate on the GPU, improving framerate.*
For the 2-d panel, we put in pre-fill in X-Plane; no artist intervention is needed. But for the 3-d cockpit, we can't easily pre-fill without you setting some check-boxes on your airplanes.
The problem with the 3-d cockpit is that it is, in its entirety, rather expensive to draw. So we can't just draw the entire 3-d airplane (for the purpose of masking clouds) or we'd be burning a possibly large amount of CPU to save a possibly large amount of fillrate. The right trade-off depends on the actual plane, and X-Plane can't figure out automatically what the right thing to do is.
Hence the pre-fill check-box in X-Plane 10.04. With the pre-fill check box, you (the author) mark your content for optimization to hit the right balance of CPU and fill rate savings. (See the articles linked above for guidelines on how to set the flags sanely.)
Fortunately if the check boxes are set wrong, the worst thing you get is poor frame-rate (not crashing). But this is a rare case where third party authors can (and have to) input tuning data directly into X-Plane.
(And for concerned users: if an airplane doesn't have the pre-fill check-boxes set up, the performance is the same as 10.03 - there's no loss, this is just an opt-in optimization.)
* If you are asking at this point "why didn't you guys do this years ago, you idiots?!?" the answer is: because it never mattered before. X-Plane 9 simply doesn't use much fill rate, so it never made sense to spend CPU time to save fill rate.